view skaapsteker/sprites/player.py @ 273:95e2ef31e714

Hit "down" to interact with things.
author Jeremy Thurgood <firxen@gmail.com>
date Fri, 08 Apr 2011 19:09:09 +0200
parents 630ebb87b38a
children 8cac6ff88a9d
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"""Class for dealing with the player"""

import pygame.transform
import time

from ..sprites.base import TILE_SIZE, PC_LAYER, MONSTER_LAYER
from ..physics import Sprite
from ..constants import Layers
from ..data import get_files, load_image
from ..engine import PlayerDied


class Player(Sprite):

    collision_layer = PC_LAYER
    collides_with = set([MONSTER_LAYER])
    wants_updates = True

    block = True

    _max_sprint_time = 2

    def __init__(self, the_world, soundsystem):
        Sprite.__init__(self)
        self.image = None
        self.rect = None
        self._image_dict = {}
        self._soundsystem = soundsystem
        self._soundsystem.load_sound('yelp', 'sounds/yelp.ogg')
        self._animation_frame = 0.0
        self._last_time = time.time()
        # State flags and such
        self.attacking = 0
        self.running = False
        self.sprinting = 0
        self.jumping = False
        self.flying = False
        self._load_images()
        # We muck with these in load for convience, so ensure they're right
        self.the_world = the_world
        self.set_facing('left')
        self.set_image()
        self.set_pos((0, 0))
        self._collisions_seen = 0
        self._last_collide = []
        self._layer = Layers.PLAYER

    def set_image(self):
        key = self._make_key(len(self.the_world.fox.tails))
        images = self._image_dict[key]
        if self._animation_frame >= len(images):
            self._animation_frame = 0.0
        if self.rect:
            cur_pos = self.collide_rect.midbottom
        else:
            cur_pos = (0, 0)
        # TODO: can save a lot of calculation here by caching collision rects
        cand_image = images[int(self._animation_frame)]
        cand_collide_rect = cand_image.get_bounding_rect(1).inflate(-2,-2)
        cand_rect = cand_image.get_rect()
        cand_rect_offset = cand_rect.centerx - cand_collide_rect.centerx, cand_rect.bottom - cand_collide_rect.bottom
        cand_rect.midbottom = cur_pos[0] + cand_rect_offset[0], cur_pos[1] + cand_rect_offset[1]
        cand_collide_rect.midbottom = cur_pos
        # We always allow the attacking animation frames
        if not self.check_collide_rect(cand_collide_rect, cand_rect, cand_image) and not self.attacking:
            return
        self.image = cand_image
        self.collide_rect = cand_collide_rect
        self.rect = cand_rect
        self.rect_offset = cand_rect_offset
        self.init_pos()

    def update(self):
        self._touching_actionables = []
        v_x, v_y = self.velocity
        # Never animate slower than !7 fps, never faster than ~15 fps
        if self.attacking > 0:
            if self._last_time:
                if time.time() - self._last_time > 0.15:
                    self._animation_frame += 1
                    self.attacking -= 1
                    self._last_time = time.time()
            else:
                self._last_time = time.time()
        else:
            old_frame = self._animation_frame
            self._animation_frame += abs(v_x) / 300
            time_diff = time.time() - self._last_time
            if int(self._animation_frame) - int(old_frame) > 0:
                # Check time diff
                if time_diff < 0.10:
                    # Delay animation frame jump
                    self._animation_frame -= abs(v_x) / 300
                else:
                    self._last_time = time.time()
            elif time_diff > 0.20:
                # Force animation frame jump
                self._animation_frame = old_frame + 1
                self._last_time = time.time()
        if self.sprinting > 0:
            if (time.time() - self._sprint_start_time) > self._max_sprint_time:
                self.sprinting = 0
        if abs(v_x) < 80:
            # Clamp when we're not moving at least 5 pixel / s
            self.velocity = (0, v_y)
            if self.sprinting == 1:
                self.sprinting = 0
            self.running = not self.on_solid # if you're not on something you can't stand
        else:
            self.velocity = (0, v_y) # Standard platformer physics
            if self.sprinting > 0:
                self.sprinting = 1
            self.running = True
        self.set_image()
        if self._collisions_seen > 2 * len(self._last_collide):
            # Can we find a position "nearby" that reduces the collision
            # surface
            best_move = (0, 0)
            clip_area = 0
            for obj in self._last_collide[:]:
                if not obj.collide_rect.colliderect(self.collide_rect):
                    # Prune stale objects from the list
                    self._last_collide.remove(obj)
                    continue
                clip = obj.collide_rect.clip(self.collide_rect)
                clip_area += clip.width * clip.height
                if (obj.floor or obj.block) and \
                        clip.width > TILE_SIZE[0] / 2 and \
                        self.collide_rect.bottom < obj.collide_rect.top + TILE_SIZE[1] / 3:
                   delta = self.rect.bottom - self.collide_rect.bottom
                   self.collide_rect.bottom = obj.collide_rect.top - 1
                   self.rect.bottom = self.collide_rect.bottom + delta
                   self.init_pos()
                   return  # Jump out of this case
            min_area = clip_area
            for attempt in [(0, 2), (2, 0), (-2, 0), (2, 2), (-2, 2)]:
                clip_area = 0
                for obj in self._last_collide:
                    cand_rect = self.collide_rect.move(attempt)
                    clip = obj.collide_rect.clip(cand_rect)
                    clip_area += clip.width * clip.height
                if clip_area < min_area:
                    min_area = clip_area
                    best_move = attempt
                elif clip_area == min_area and attempt[1] > best_move[1]:
                    # Of equal choices, prefer that which moves us downwards
                    best_move = attempt
            self.collide_rect.move_ip(best_move)
            self.rect.move_ip(best_move)
            self.init_pos()
            self._last_collide = []
            self._collisions_seen = 0

    def set_facing(self, new_facing):
        self.facing = new_facing

    def collided(self, other):
        if self.attacking and hasattr(other, 'damage'):
            # FIXME: Check if we're facing the right way
            other.damage(5)
        if other not in self._last_collide and (other.floor or other.block):
            self._last_collide.append(other)
            self._collide_pos = self.collide_rect.midbottom
            self._collisions_seen = 0
        elif other in self._last_collide:
            self._collisions_seen += 1
        if hasattr(other, 'collided_player'):
            other.collided_player(self)
            print 'Health', self.the_world.fox.cur_health


    def damage(self, damage):
        self.the_world.fox.cur_health -= damage
        self._soundsystem.play_sound('yelp')
        if self.the_world.fox.cur_health <= 0:
            PlayerDied.post()

    def restore(self):
        """Restore player to max health (for restarting levels, etc.)"""
        self.the_world.fox.cur_health = self.the_world.fox.max_health

    def set_pos(self, pos):
        self.rect.midbottom = pos[0] * TILE_SIZE[0] + self.rect_offset[0], (pos[1] + 1) * TILE_SIZE[1] + self.rect_offset[1]
        self.collide_rect.midbottom = pos[0] * TILE_SIZE[0], (pos[1] + 1) * TILE_SIZE[1]

    def action_left(self):
        if self.facing != 'left':
            self.facing = 'left'
            self.set_image()
        if self.sprinting > 0:
            self.sprinting = 1
            self.deltav((-900.0, 0.0))
        else:
            self.deltav((-450.0, 0.0))

    def action_double_left(self):
        # FIXME: Tie this to the tails
        if self.sprinting > 0:
            return
        self.sprinting = 2
        self._sprint_start_time = time.time()

    def action_double_down(self):
        print 'double down tap'

    def action_double_right(self):
        if self.sprinting > 0:
            return
        self.sprinting =  2
        self._sprint_start_time = time.time()

    def action_right(self):
        if self.facing != 'right':
            self.facing = 'right'
            self.set_image()
        if self.sprinting > 0:
            self.sprinting = 1  # Flag so stopping works
            self.deltav((900.0, 0.0))
        else:
            self.deltav((450.0, 0.0))


    def action_up(self):
        if self.on_solid:
            self.deltav((0.0, -self.terminal_velocity[1]))
            self.on_solid = False

    def action_down(self):
        print self._touching_actionables
        for actionable in self._touching_actionables[:1]:
            actionable.player_action(self)


    def action_fire1(self):
        # FIXME: Use the correct tail properties for this
        if len(self.the_world.fox.tails) < 2:
            # Only have a bite attack
            print 'attacking'
            self.attacking = 2
        print "F1"

    def action_fire2(self):
        print "F2"

    def _get_action(self):
        if self.attacking:
            return 'attacking'
        if (self.sprinting > 0) and self.running:
            return 'sprinting'
        if self.running:
            return 'running'
        if self.jumping:
            return 'jumpin'
        return 'standing'

    def _make_key(self, tails, action=None):
        if action is None:
            action = self._get_action()
        if tails >= 4:
            tails = 4
        elif tails >= 2:
            tails = 2
        return '%s %s %d' % (action, self.facing, tails)

    def _load_images(self):
        for action in ['standing', 'running', 'jumping', 'attacking']:
            for tails in [0, 1, 2, 4]:
                directory = 'sprites/kitsune_%s/kitsune_%s_%dtail' % (action, action, tails)
                for facing in ['left', 'right']:
                    self.facing = facing
                    key = self._make_key(tails, action)
                    self._image_dict[key] = []
                    for image_file in get_files(directory):
                        if image_file.startswith('.'):
                            # Skip extra junk for now
                            continue
                        image = load_image('%s/%s' % (directory, image_file))
                        if action == 'running':
                            sprint_key = self._make_key(tails, 'sprinting')
                            if sprint_key not in self._image_dict:
                                self._image_dict[sprint_key] = []
                            shockwave = load_image('sprites/kitsune_shockwave.png')
                            if facing == 'right':
                                shockwave = pygame.transform.flip(shockwave, True, False)
                        if facing == 'right':
                            image = pygame.transform.flip(image, True, False)
                        self._image_dict[key].append(image)
                        if action == 'running':
                            sprint_image = image.copy()
                            sprint_image.blit(shockwave, (0, 0))
                            self._image_dict[sprint_key].append(sprint_image)


    def take_item(self, item):
        my_item = self.the_world.fox.item
        if my_item is not None:
            print "I already have", my_item
            return
        getattr(self.the_world.items, item.name).level = "gone"
        self.the_world.fox.item = item.name
        item.kill()
        print "took", item


    def add_actionable(self, actionable):
        self._touching_actionables.append(actionable)